Sedacthy Speaker

Level 6
Creature· amphibiousMediumRemaster
AC 23
HP 95
Speed 20 ft.
Fort +14
Ref +13
Will +15
Perc +15
Size Medium
Common
Languages thalassic
Senses darkvision, wavesense 30 ft. (imprecise)
Speeds 20 ft., swim 40 ft.
Skills athletics +16, intimidation +15, nature +15, crafting +14, diplomacy +13
Recall Knowledge society DC 22

Attacks

Melee Claw +16/+12/+8(agile, unarmed)
Damage: 1d6+8 slashing
Melee Jaws +16/+11/+6(unarmed)
Damage: 1d4 persistent bleed + 1d6+8 piercing
Melee Trident +17/+12/+7(magical)
Damage: 1d8+10 piercing
Melee Trident +14/+9/+4(magical, thrown 20 ft.)
Damage: 1d8+8 piercing

Abilities

Sea Speechinteraction

A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful.

Wavesense (Imprecise) 30 feetinteraction

This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

Speaker's Privilegedefensive

Requirements The sedacthy speaker has cover from an animal ally

The animal takes the damage instead.

Animal Shieldoffensive

Requirements The sedacthy speaker is adjacent to a Large or larger animal ally

The speaker gains cover until the start of their next turn or when they're no longer adjacent to the animal, whichever comes first.

Exploit Weaknessoffensive

The speaker's Strikes deal 1d6 additional damage to creatures that are Frightened or Sickened.

Painful Cry◆◆offensive(mental, sonic)

The sedacthy shrieks across a range of painfully high tones, dealing 3d6 sonic damage and 1d6 mental damage to all creatures in a 30-foot cone, with a DC 23 fortitude save. A creature that fails its save is Sickened 1.

Shared Feast◆◆offensive

The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws.

Swim Together◆◆offensive

Requirements The speaker is adjacent to an animal ally

The speaker and the animal both Swim, ending their movement adjacent to one another.

Description

High-ranking sedacthies are expected to both plan campaigns and wade into battle. These speakers achieve their rank by accumulating several large servants or a single massive creature like a megalodon.


Sedacthies are amphibious, fish-like humanoids who lurk in Golarion's oceans and are known for leading their animal servants ashore to devour air breathers. When an entire fishing village disappears overnight, sedacthies are the first suspects. Sedacthies pride themselves as natural leaders, with ambition limited only by their strict adherence to hierarchy. A sedacthy's station is determined by the strength of the animal servants they press into service, and the mettle they prove during hunts and in battles against outsiders.